A quality RPG that is stands on it's own merits of innovative gameplay, great sound and an engaging cast of characters.

User Rating: 8.5 | Mana-Khemia: Gakuen no Renkinjutsushi-tachi PS2
First let me say this. Most of you out there won't play Mana Khemia because it was caught in the eclipse of the PS3 and the other systems. Mana Khemia is an old school RPG with sprite based graphics (what are those you ask? Go ask your older brother or father, they could tell you). It's a shame because this game is truly greater than the sum of it's parts as Gamespot has succinctly stated.

Mana Khemia takes place in an academy named Al-Revis, where students train in the arts of alchemy, the bastard father of modern day chemistry, or in this game combat, magic and synthesis of almost anything you can think of. A peculiar white haired kid named Vayne arrives at Al-Revis and joins the work shop of Flay (a student one year his senior and somewhat of a dummy). Joining him soon are Nikki, a beastwoman (the hot anime kind, not Teen Wolf kind), Jess, a scatterbrained alchemic prodigy. Later you get Roxis, the typical snobby aristocratic type who is really smart and is actually very helpful, Anna, a straightforward but often misunderstood swordswoman, Pamela, a ghost obssessed with pretty things, and Muppy, an amorphous slug type alien bent on world domination... and reliving his glory days in a band.

These perceived stereotypes and cliches lend themselves well to defining what these characters start off as, but then they evolve into so much more as Vayne does side quests to help his friends out and progress the story. I can't say any more without ruining the story, but there are a LOT of unexpected turns and twists, as well as a few that are less shocking but no less unexpected.

The story itself is based on taking classes, fulfilling assignments, which range from fetch quests, to defeat a boss, to participate in a race, to synthesizing certain items (sadly a number of things are glorfied fetch quests, but that's what a lot of RPGs are, that and some of the unique events could have been done better). Eventually a more central story line is opened up, but the initial stages of the game set the tone of how it works in a school setting.

Taking classes means you get grades, get good enough grades you get more free time for side quests, friend interactions and what not. So do try to get good grades, this game does reward those who try harder, not only in the classes but in the rest of the game mechanics. It's too bad as I said before, the classes are usually fetch type missions. Also, when given synthesis assignments, you can't go to the library to study or do reading beyond trial and error and getting the items in the open. The lack of research and study really puts a hit on the actual academic perspective.

The game itself plays out simply like this. You run around in a given area. Monsters appear as slimes or such, you can either attack them pressing the square button and get the advantage in battle, or avoid them by running or jumping, or get hit by them, resulting in slower turn progression. That being said, combat allows you to use attack, skills (magic, etc), item, defend, run, and switch (later on when you have more than 3 party members). Combat starts off easy and slow, as your skills are weak and you don't have a lot, period. Your turns go in the order which they appear in the top left corner with the card series. It's like FFX in that regard, but time inbetween active cards will mater later. For the beginning, combat involves turn based attacks, and that's that.

Eventually when you get the ability to do combat support and time based attacks, the order in which things progress is important. For instance, Healing Echo a allows you to heal now, but then it places a healing card on the card series. When the cards progress through actions taken by the party and enemies, the healing card will activate, healing the person with lowest HP percent. Or, if you do a spell like Summon Meteor, it will place a card that once reached after enough actions will drop a meteor.

These card series positions also matter because Roxis can remove enemy attacks from them (play the game and find out how it works), and also his attacks can be based on the number of cards in the card series hand that are empty or occupied. Additionally, more free cards used up between turns fill up your support party gauge. Unlike FFX where you can switch whenever you want, this game only allows you to switch when your support members have a full gauge (their icon is lit up fully, also made aware by them saying something like "I can go out now"). Support actions increase chains by doing uninterrupted hits, or they fully block an incoming attack, or lower enemy defense... or something. Additionally, if you use 3 members for a support chain with Vayne at the end, you do an extra large attack at the end.

So strategy boils down to... do you want to let Anna hop in and block that physical attack, or let all 3 support characters with Vanye finish the chain for massive damage, or let Flay pop in in a chain attack and lower the enemy defense? It's all up to you.

Finally, two last things to say about combat are the use of weaknesses and strengths. Elemental weaknesses are self explanatory, and are present here. Using enemy weaknesses builds up your burst gauge faster. Your characters, have special weakness and strength attacks, so use them wisely to build up the gauge. Once the burst gauge is full, you have a limited time to fill the activated gauge by fulfilling what is asked that pops up on the screen. Once it is full, you can wear down your limit gauge (which during this time, your defense and attack go up slightly and your support characters switch time recharge goes down dramatically), or you can unleash a super attack right away, it's your choice.

That being said, further you go the more rich the combat gets, and to defeat some of the special side bosses, you have to utilize all of your abilities and enemy weakness (hint, the Glass Dragon is one of them).

On the non combat side of things, you get AP from finishing battles, and bonuses go to the person who kills the last enemy, or for finishing the fight in less than say 5 turns (maybe more are allowed for boss fights). AP can be used to unlock skills and stats on your Growth Book. Think of the Growth Book as like the Sphere Grid in FFX (emulating FFX in some regards is a good thing people). Spend points, get abilities and stats. However, to get these nodes filled in, one must actually synthesize these items in your workshop. No, you can't buy them or find them. Making them is part of the game. You are an alchemist remember. Upon synthesizing them, you can unlock the corresponding skills. And further growth is contingent upon synthesizing more abilities.

A diligent game player is a diligent in game student who explores and tries new recipes and speaks to their classmates (synthesize an item that has a little characters face next to it on the synthesis screen). Only by doing this can you fully expand your characters ability list and stats. Additionally, when making your own item you can add strengths to it like + ATK or +HP or a special spell. Also another effect called "ether level" comes into play. At first, I thought ether level meant higher = better. Not always the case. Certain ether levels can produce extra stats or abilities on basic materials and end product weapons. This is accomplished by using the alchemic elemental wheel to either go along with or against the elemental compatibilities. Additionally, you can get helped by your friends for better results.

So by being diligent, trying new things, you can not only make your characters permanantly better, you can also trick out their gear in the best way possible.

I think I've covered most of the game play.

Now for the lowest point in the valley before the tip of the other side is reached. The graphics...

At first, the opening sequence is done in an anime movie of the characters with a killer track titled "Run for your life". Problem is you don't see that anime movie again until the end of the game... for only a second. The rest of the game is done with 2d sprites in a 3d world. The actual overworld is rather bland and repetetive and could easily be performed on a PS1's system.

The combat is done in a higher quality higher resolution sprite based combat in 2D where the detail is much greater and the level of animation and overall frames of motion are much improved.

A number of the enemies are simply sprite swaps as well. So that's also a bit of a downer.

The characters are represented during dialogue in full anime drawing form which changes with expression and mood, but this is only in active talking.

Beyond that, the graphics are merely ok at best, even on the PS2. More FMV cartoons or more details and less repetition would have greatly helped the graphics score.

Now, on the upshot, the sound is brilliant. From the initially weak to finally strong Vayne to the excitable Nikki to the snobbish Roxis to the overwraught Defender of Justice Flay, the voice acting is superb. It's unfortunate that voiced over dialogue wasn't more present but during major events, it was.

Ken Nakagawa and Daisuke Achiwa provide an excellent soundtrack ranging from the campy "Defenders of Justice" Batman type fare (just watch when Vayne and Flay go patrol the school), to the haunting "Ghost Girl of Mana Khemia : Pamela's Theme" to the old school 8 bit sound "Block Pulse of Love" that plays when Muppy is up to no good. The combat tracks are all high intensity (depending on if it's a regular enemy, strong enemy, or boss) guitar riffs. One of the best soundtracks in a game since Final Fantasy 7, or Metal Gear Solid or Mass Effect. Absolutely stunning quality and diversity.

Best thing? The soundtrack comes with the game on a bonus CD.

So, I cranked out every single side quest and filled in 100% of 5 people's growth book and 99% of everyone else's. This took me 55 hours 57 minutes, minus the only death I had fighting the Glass Dragon for 30 minutes before I figured out his weakness and he killed me from attrition.
So at the cost of the game at 39.99$ brand new with a free music CD and almost 60 hours of gameplay that was thoroughly enjoyable, this game is packed with value.

Again, I have to stress the gameplay is innovative in how you progress, even if the main game revolves around "fetch" type RPG gameplay under an academic guise. The combat is second to none and gives FFX a run for it's money in terms of strategy value and fun. Diligent and veteran RPG players will find this game easy. Those less experienced will find the combat harder, and those who are lazy and don't synthesize things will probably suffer, as grinding against enemies won't do squat unless you make items.

With a cast of memorable characters with tons of plot twists (I so desperately want to shout that Jess is actually a convicted criminal.... oops)
an amazing combat engine and a good price point with lots of value, this game should not be missed by any PS2 or 3 owner (Hope you got backwards compatibility).

Gameplay : 8 out of 10
Graphics : 5 out of 10
Sound : 9 out of 10
Value : 9 out of 10
Tilt : 10 out of 10

Overall : 8.6 which translates into 8.5 with the current system.

Pros :
+Incredibly engaging combat system, widely varied and highly strategic.
+Sound is incredible throughout. Free CD came with game.
+Storyline is incredible, even if slow for the first few chapters, the character interaction is there throughout and only grows the further you get. Almost to the level of Metal Gear Solid or Final Fantasy I feel.
+Interesting progression mechanisms.

Cons :
- The graphics are merely ok at best, and are I believe possible on the PS1.
- The combat sometimes is TOO easy, especially for those who synthesize a lot and make new armor and weapons. While the standard enemies are merely a hindrance and sometimes hard to avoid.
- The sheer amount of "fetchitude" and lack of creativity and willingness to go one step further in certain events detract from the gameplay's variety in some cases.